Glimmr Canvas Animation

version 1/111030 by Erik Temple

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  • Chapter: Performance Tips

        1. Test outside of the IDE. Games played within the Inform IDE will be slower than games played in an external interpreter. The Mac IDE may sometimes show minor scaling artifacts that are not seen with external interpreters. Try pressing the Release button to produce a blorb file, and play that file in the latest version of a fast, modern interpreter.
        
        2. Bes sure to test in all of the interpreters that you expect your players to use.

        3. Be sure that your images are not too large. Images should be sized no larger than you want them to appear onscreen.
        
        4. Interpreters will vary in their ability to scale large images rapidly. Zoom handles this scaling quite well, but most other interpreters are not very good. While Gargoyle is actually faster than Zoom at most graphics operations, its performance at scaling large images is middling; it is the best alternative to Zoom, but is nowhere near as fast.

        5. If you have multiple graphics windows, only some of which have animations, change or preempt the "animation window-updating rule" to be more selective. This rule redraws *all* of the open graphics windows for each frame of an animation; we should rewrite it to update only the windows that we are animating.

        6. If you have multiple animations running at once, see whether you get better performance by running them at the same rate. If you have animations running at different rates, make one a (preferably low) multiple of the other, e.g. 100 ms per frame and 200 ms per frame. This will mean fewer timer ticks where nothing meaningful takes place.